All Rulesets:
Sort by: Publisher | Genre | Price
| AOMS: The Age of Might and Steel 15mm Fantasy Combat Rules This 26 page rulebook is designed for use with 15mm fantasy miniatures. Each player should have at least three units of about 8-10 stands under their command with the assorted Heroes, Magic Users and Special Units. You will also need some 6 sided dice and at least a 4x6 foot table to play on. All measurements are in inches so a tape measure will be needed for movement and ranges. You will also need counters or smaller poker style chips for Order Markers and Spells. Stickers placed on 7/8 inch poker chips with work well for this. Basing is 2-3 figures per stand and the stands should use a 40mm frontage. The rulebook comes with game charts and blank monster sheets to allow you to expand your game. Written to be fast play but with enough detail to give you the large battle experience. 28 pages 1.19mb PDF | ![]() | |||||
| $8 USD | Add to Cart | ||||||
| Chipco: Fantasy Rules! 3rd Edition Game in the worlds of fantasy and mythology! Chipco's Fantasy Rules! lets you game in the worlds of fantasy and mythology with rules that are easy, flexible, innovative, fast, and fun. Fantasy Rules! may be played with any figures currently in your collection and playing time is around one hour for typical armies. Armies are generally made up of 30 to 50 figures. Characters are included in the system, but are not so powerful as to overly influence and unbalance the outcome of the game. FR!3 may be played with any figures you have and is very well suited for use with figures mounted on slotted bases. FR!3 is designed for use with 15mm or 25mm armies. FR!3 is tied to no figure manufacturer. The movement system is based on previous, proven Chipco game systems. There are over 60 army lists included, featuring both mythical historical and pure fantasy - from legendary Ancient Egypt, Greece, and Rome to new lists for Napoleonic, American Civil War, Buffalo Soldiers, Native Americans, Faerie, Automaton, Arabian Nights, and Victorian armies. From Gnomes, Elves, and Orcs to Hive Queens and Arch Angels or Demon Lords. FR!3 streamlines the 2nd edition magic system, adds new units and abilities, and makes characters more flexible while keeping the core system. Battles are not limited to open ground. FR!3 includes rules for flying, swimming, and burrowing troops FR!3 adds a whole new dimension with rules for cities, walls, and ships. The rules take advantage of the book-marking capability of Adobe Acrobat and are indexed. FR!3 can easily be played on the typical kitchen table (3' x 4'). It can be expanded to battles of any size, and used to resolve large battles in RPGs. Sample excerpts here. Approximately 150 pages, with reference tables, etc. 3.2mb PDF | ![]() | |||||
| $19.95 USD | Add to Cart | ||||||
| Chipco: Days of Knights 2nd Edition Game in the heyday of heraldry! Enjoy all the same fast play fun as the first edition, with access to many new unit and character types to facilitate late Medieval and scenario play. Units like cannon, Hussite war wagons, Swiss pike, Jinetes and horse archers have been added to expand the universe of play for the rules. Rules for fortifications have also been included. A new time line has been added to aid in army creation and customization. Fully illustrated in color -- 52 pages plus reference sheets Featuring: Fast play rules with the emphasis on fun! Rules for generating your own characters -- historical, or strictly for game play. Designed for use with 15mm figures, but may be used with 25mm figures, if desired. A plain English guide to painting miniature heraldic knights. A movement and combat system based on previous, proven Chipco game systems. 1.48mb PDF | ![]() | |||||
| $11.95 USD | Add to Cart | ||||||
| Chipco: Age of Gunpowder Game in the age of discovery and the three musketeers! Game in the age of discovery and the three musketeers! Span the world from China, Korea, and Japan to the Holy Roman Empire and the new world. The Age of Gunpowder is a fun, fast play rules set that takes about two hours to play and allows the historical gamer to fight battles in every corner of the globe. Complete army lists are included that cover all major and many minor combatants in this fascinating period. Be Cortes, Charles V, Cromwell, Moctezuma, Hideyoshi, Suleiman, or Gustavus Adolphus and stake your claim to the world! The Age of Gunpowder offers the player of historical wargames the following: Fun, fast play rules for gaming in the age of discovery, 1500 - 1700AD. Army lists for French, Holy Roman Empire, Polish, Turkish, Samurai, Ming Chinese, Aztec, Swedish, Royalist, Parliamentarian, and Conquistador armies. Rules allowing for playing: The English Civil War; The Thirty Years War; The religious wars in France and Northern Europe; The Japanese wars of unification; The Japanese invasion of Korea; The Ottoman invasion of Europe; and The European conquest of the New World. Inexpensive, easily painted armies (around 125 figures per army). 50 year rule segments that comprehend the changing roles of pike and musket infantry. A simplified, easy to learn movement system. A combat system that portrays the interaction of pike and musket during the period. Minimal equipment required to play: one six sided die (d6) per side, one ten sided die (d10) per side, a tape measure, and your armies. Simplified basing - all bases are 1.5" square. 298kb PDF | ![]() | |||||
| $7.95 USD | Add to Cart | ||||||
| Chipco: Age of Gunpowder Expanded Army Lists Army lists included are: 30 YW Catholic 1600-1650, 30 YW Protestant 1600-1650, Aztecs 1500-1550, Colonial 1500-1600, Condottieri 1500-1550, Danish 1600-1650, Dutch 1550-1650, English 1500-1550, English 1550-1600, English Parliamentarian 1600-1650, English Royalist 1600-1650, English 1650-1700, French 1500-1550, French 1550-1600, French 1600-1650, French 1650-1700, German 1550-1600, Huguenot 1550-1600, Hungarian 1500-1550, Imperial 1500-1550, Imperial 1550-1600, Incas 1500-1600, Irish 1550-1600, Irish 1650-1700, Mameluk 1500-1550, Maya 1500-1600, New World Spanish 1500-1550, Ottoman 1500-1700, Slavic 1600-1650, Spanish 1500-1550, Spanish 1550-1600, Spanish 1600-1650, Swedish 1600-1650, Swiss 1500-1550, Turkoman 1500-1550, Venetian 1550-1600. 36kb PDF | ![]() | |||||
| $3.95 USD | Add to Cart | ||||||
| Chipco: Le Petit Empereur A fast play rule set for the Napoleonic period gamer Le Petit Empereur is a fast play rule set for the Napoleonic period gamer. It is designed to get you started quickly in this fascinating period by offering a short, concise rules set, army lists that require around 125 painted figures each, expandable terrain to meet your desires and the requirements of historical re-fights, minimal equipment requirements, and a mechanism called the morale clock that drives the game to its conclusion in less than two hours. To give a flavour for the period and its many quirks LPE includes rules for infantry in square, national differences, the differing impact of artillery and cavalry, troops of varying types and capabilities, and the impact of leadership and morale on the outcome of the battle. Le Petit Empereur offers: Complete games may be played in less than two hours. Perfect for campaign and tournament play. Inexpensive, easily painted armies (around 125 figures per army). Unique national capabilites. Simplified basing. Easy identification of troop type allows for inclusion of any historical units desired. Simple and quick rules for movement and combat. Historical matchups not required - play Russians vs. Austrians if you like... Complete orders of battle for all nationalities. 393kb PDF | ![]() | |||||
| $7.95 USD | Add to Cart | ||||||
| Chipco: Chrysanthemum Throne Game in the days of the Age of the Country at War! Game in the days of the Age of the Country at War! The rules provide for play with all the fundamental unit types – samurai, ashigaru, matchlocks, mounted samurai, ambush parties, shinobi, and foot samurai, as well as the important characters - taisho, tsukai-ban, daimyo and champions. Experience the flavor of late-samurai warfare with rules for spectacular suicides and challenges. Campaign and tournament play are facilitated by the short play time (about 2 hours), the fate of characters, and the allowance for withdrawal. Finally, Chrysanthemum Throne includes a plain English guide to painting samurai armies. Chrysanthemum Throne features: Fast play rules with the emphasis on fun and experiencing the flavor of the period! Rules for characters that facilitate campaigns, tournaments, and re-fights. Chrysanthemum Throne is designed for use with 15mm figures, but may be used for any figure scale desired. A plain English guide to painting samurai armies. Rules for spectacular suicides and challenges. A movement and combat system based on previous, proven Chipco game systems, modified to suit the period, and with new rules for detachments. Can easily be played on the typical kitchen table (3’ x 4’). It can also be expanded to encompass battles of any size. 300kb PDF | ![]() | |||||
| $7.95 USD | Add to Cart | ||||||
| Chipco: Age of Gunpowder, Chrysanthemum Throne, and Le Petit Empereur - Package 991kb PDF | ![]() | |||||
| $19.95 USD | Add to Cart | ||||||
| Chipco: Chipco Chess Adds wargame-style combat rules to chess Chipco Chess is played using a standard board with either chess pieces or wargame bases. Variants are included that tailor the game to certain periods: Ancient/Fantasy; Crusades/Medieval; Samurai; and American Civil War. 127kb PDF | ![]() | |||||
| $2.95 USD | Add to Cart | ||||||
| Chipco: Days of Knights First Edition Game in the heyday of heraldry! Available again by popular demand! The original version of Chipco's medieval ruleset: Days of Knights! 1.29mb PDF | ![]() | |||||
| $11.95 USD | Add to Cart | ||||||
| CWP: Great Battles of WWII: Volume 3 - Invasion '40 The Nazi Invasion of the Lowlands and France Invasion '40: Bruce McFarlane's 8th miniatures guide-book covering large battles; the third in the Great Battles of World War Two Series. Each stand represents a company with manoeuvre elements being battalions. The scale and scope of the game allows multidivisional actions simulating many days - not minutes. There is no game like Great Battles of World War Two. Invasion '40 includes: French, Dutch, Belgian, and German 1940 history, organization, weapons, and tactics; A simple, yet revolutionary ruleset; Six scenarios including Fortress Holland, Ebel Amael, Dinant, Sedan, and Arras. Sample scenario here. 2.6mb PDF | ![]() | |||||
| $15.99 USD | Add to Cart | ||||||
| CWP: Great Battles of WWII WWII wargame rules Each stand represents a company with manoeuvre elements being battalions. The scale and scope of the game allows multidivisional actions simulating many days - not minutes. There is no game like Great Battles of World War Two. Note: These rules are included with Invasion '40. 488kb PDF | ![]() | |||||
| $8.99 USD | Add to Cart | ||||||
| CWP: Division Commander Miniature rules for multi-day battles of WWII Division Commander, by Bruce McFarlane, is an operational game where you take the role of a Divisional or Corps commander and game the battles of the Second World War at the scale you read about in history books. Each day is played in an average of four game turns, allowing you to play out a full Second World War Battle in one sitting. One base of miniatures represents a whole battalion, and at scale of three inches to one mile, a ping-pong table represents an entire battlefield.Divisions have to be assigned "orders" (without record-keeping or written orders) which affect the way the division fights. This encourages you to follow tactics consistent with the orders. Corps or Army level air cover, artillery support, and command are represented in a simple and effective way--so as to neither detract from or dominate the action. Do you want to play Patton or Sgt. Rock? Rommel or Sgt. Schultz? Division Commander is for generals! Division Commander includes: A 21 page rule book with illustrations and examples; 11 pages of Division Cards; French, American, and three each (early/mid/late war) for Britain, Germany, and the USSR, listing all the units in the Division, as well as all their gaming statistics, in one easy format; two pages of quick reference sheets; all the markers necessary to play the game; the Arras 1940, Road to Moscow 1941, and El Alamein 1942 scenarios. Sample scenario here. 3.13mb PDF | ![]() | |||||
| $22.99 USD | Add to Cart | ||||||
| CWP: Fall Gelb & SeeLoewe Scenarios for the Invasion of France: 1940 and the Planned Invasion of Great Britain Bruce McFarlane's Fall Gelb & SeeLoewe; a scenario and campaign module for Division Commander. The package includes scenarios for: The 1940 Airborne Operations in Holland; The German Attack at Dinant; The German Attack at Sedan; The British Counter-attack at Arras; The French Counter-attack at Abbeville; plus a complete boardgame of the planned German invasion of Great Britain. SeeLoewe was specifically designed to generate miniatures games. The rules system purposely encourages one or two large and important battles, instead of hundreds of little counter-against-counter skirmishes, which would be impossible to play out on the miniatures table. 1.38mb PDF | ![]() | |||||
| $13.99 USD | Add to Cart | ||||||
| CWP: Special Package #1 - Division Commander AND Fall Gelb & SeeLoewe 4.6mb PDF | ![]() | |||||
| $31.99 USD | Add to Cart | ||||||
| CWP: Panzer Operations Following the 6th Panzer Division in Russia Bruce McFarlane's Panzer Operations; a scenario supplement for Division Commander. The package includes nine Division Commander Scenarios for WWII in the Soviet Union, 1941-1943. Panzer Operations provides you with the most famous, and the most typical, division level battles in Russia. Included are the breakout scenarios of 1941, the sieges of Leningrad and Moscow, the desperate attempts at relieving Stalingrad, and the sweeping battles of the Steppes at Kursk and Kharkov. 2.01mb PDF | ![]() | |||||
| $13.99 USD | Add to Cart | ||||||
| CWP: Special Package #2 - Division Commander AND Panzer Operations 5.14mb PDF | ![]() | |||||
| $31.99 USD | Add to Cart | ||||||
| CWP: Normandy - The Great Assault Western Allies Return to the Continent Bruce McFarlane's Normandy - The Great Assault; a scenario supplement for Division Commander. The package includes nine Division Commander Scenarios for WWII in Normandy, 1944: Assault on Utah Beach; US landing at Omaha; Race to Caen; Operation Epsom; Operation Goodwood; St. Lo; Operation Cobra; Operation Luttich; and Operation Totalize. Normandy - The Great Assault includes rules to expand Division Commander to cover amphibious invasions, such as pre-invasion bombardment, tides/drift/disruption, and paratroop drop zones/deviation. Rules to facilitate solo play are also featured. 2.68mb PDF | ![]() | |||||
| $13.99 USD | Add to Cart | ||||||
| CWP: Special Package #3 - Division Commander AND Normandy: The Great Assault 5.81mb PDF | ![]() | |||||
| $31.99 USD | Add to Cart | ||||||
| CWP: Objective Tobruk WW2 in North Africa Dec. 1940 to June 1942 Objective Tobruk is Bruce McFarlane's scenario supplement for Division Commander. The package includes nine Division Commander Scenarios for WWII in North Africa, December 1940 to June 1942: Operation Compass; Operation Brevity; Operation Battleaxe; Operation Crusader - Bir el Gubi; Operation Crusader - Sidi Rezegh; Tobruk Breakout; Operation Crusader - Sidi Rezegh (pt 2); The Cauldron; and First Battle of El Alamein. In many respects, the battles of North Africa are the optimum scenarios for the Division Commander ruleset. Areas are wide and forces are small. Whole battles can be fought with relatively few miniatures and in a reasonable amount of table space. The advantages of flanking maneuvers, layered defences, and armoured breakthroughs are all emphasized in "the desert." Objective Tobruk expands on the existing Division Commander ruleset and supplements, continuing to illustrate the differing troop concentrations, operational considerations, and scope of the various theatres of the European War. 1.77mb PDF | ![]() | |||||
| $13.99 USD | Add to Cart | ||||||
| CWP: Special Package #4 - Division Commander AND Objective Tobruk 4.9mb PDF | ![]() | |||||
| $31.99 USD | Add to Cart | ||||||
| CWP: Pacific - The War Against Japan Scenarios and campaign for the Second World War in the Pacific (1941-1945) Bruce McFarlane's latest scenario supplement for Division Commander. Scenarios for: The Assault on Hong Kong; Guadalcanal; Tarawa; Saipan 1944; Leyte, Philippines 1945; Okinawa, 1945 are featured, as well as a campaign game. Operation Olympic is a three scenario campaign covering the American invasion of Kyushu; Operation Coronet covers the invasion of Honshu and the encirclement of Tokyo. The two can be played separately or as a linked campaign. 2.91mb PDF | ![]() | |||||
| $13.99 USD | Add to Cart | ||||||
| CWP: Special Package #5 - Division Commander AND Pacific - The War Against Japan 6.04mb PDF | ![]() | |||||
| $31.99 USD | Add to Cart | ||||||
| CWP: Special Package #6 - Division Commander AND ALL 5 Supplements! Division Commander rules, plus: Fall Gelb & SeeLoewe, Panzer Operations, Normandy, Objective Tobruk, and Pacific 13.9mb PDF | ![]() | |||||
| $67.99 USD | Add to Cart | ||||||
| CWP: Special Package #7 - All 5 Division Commander Supplements Fall Gelb & SeeLoewe, Panzer Operations, Normandy, Objective Tobruk, and Pacific 10.8mb PDF | ![]() | |||||
| $53.99 USD | Add to Cart | ||||||
| Four-Color: Chaos on Cronos Pulp Sci-Fi Skirmish Rocket into the far future with Chaos on Cronos, the Goalsystem tabletop miniature game of Pulp Science Fiction! Chaos on Cronos is a skirmish game designed for heroic scale 28mm miniatures, and uses designs and characters from Blue Moon Manufacturing's excellent line of Spacemen and Aliens. Cronos works great with as few as 5 figures per side, and using the Goalsystem's innovative Robot Legion rules, can accommodate as many as 20-30 figures per side! All you need to play are these rules, a handful of six-sided dice, and some Blue Moon miniatures! Cronos also features complete model creation rules so you can stat up your favorite Pulp sci-fi heroes, villains, and soldiers for battle! Right-click to download "Space Monsters" Appendix Three fully developed Space Monsters for Chaos on Cronos. You can used these as is, or as a guideline for creating your own vile space monsters, along with a new background trait for one of the descriptions (Extra Reach) that you can use on other models. 72 pages 1.91mb PDF | ![]() | |||||
| $9.95 USD | Add to Cart | ||||||
| Four-Color: Chaos in Carpathia Gothic Horror miniature battles ...featuring struggles between men and monsters in the style of the films and fiction of old. Chaos In Carpathia is a skirmish miniature game designed for 28mm miniatures. These rules have been written with the 28mm Blue Moon Manufacturing miniatures in mind, but they can be used with any Victorian-era figures, and easily adapted to other genres. 88 pages 4.28mb PDF | ![]() | |||||
| $10.95 USD | Add to Cart | ||||||
| Four-Color: SuperSystem Second Edition A fast-paced, skirmish-scale superhero miniatures battle game SuperSystem 2nd Edition brings the action of comic book battles back to your tabletop with faster, cleaner rules, and a comprehensive list of powers and special effects that will allow players to build any character they can imagine. Extensive write-ups of over 100 official characters and henchmen groups make starting a game easy. Designed to work with the SuperFigs line of 28mm Super miniatures, SuperSystem provides a flexible setting and campaign rules that will allow players to further develop stories and characters with each scenario played. 2007 Holiday Special - Free Download: Right-click to download
100 pages, including full color covers, index, counters, and other play aids. 6.53mb PDF | ![]() | |||||
| $10.95 USD | Add to Cart | ||||||
| Four-Color: SuperSystem Annual 2007 The SuperSystem 2007 Annual has arrived! Taking a cue from the long tradition of Summer annual issues in comic books, Four-Color Figures presents the SuperSystem 2007 Annual. This supplement for the SuperSystem miniature battlegame offers new characters, powers, and scenarios for added tabletop comic book mayhem! Also included is a fast-play sheet summarizing the core rules, and with a bit of help from a grizzled veteran, providing enough guidance for a newcomer to try the game. 19 pages 812kb PDF | ![]() | |||||
| $2.5 USD | Add to Cart | ||||||
| Four-Color: GoalSystem Fantasy Fantasy Skirmish Goalsystem Fantasy (GSF) is a complete fantasy skirmish system designed for 28mm miniatures play. It features the basics of combat, movement, and character creation. The game also includes rules for magic and scenarios. GSF is powered by the Goalsystem, the same rules that run SuperSystem and Chaos In Cairo. If you have never tried a Goalsystem game, this is a great way to do it. All you need are 3-5 figures per side, and a handful of six-sided dice. 16 pages inc. color cover 6.3mb PDF | ![]() | |||||
| $2.95 USD | Add to Cart | ||||||
| Ganesha: Mutants and Death Ray Guns A fast-paced, skirmish level, post-holocaust, science fantasy miniature system Based on the popular Song of Blades and Heroes mechanics, the rules are simple and, above all, FUN. After 200 years of war with nuclear and biochemical weapons, new races compete for supremacy over a scorched Earth. Pit your band of after-the-bomb desperadoes, mutant humanoids, sentient plants, robots, androids, hyper-evolved animals and zombie-like Wretched against the dangers of a wasted world. Face irradiated terrain, contagious diseases, aggressive life forms and malfunctioning equipment. Collect artifacts, find food, fight over scarce pools of uncontaminated water, and save your resources, because in the harsh post-apocalypse world every energy cell, every ration and every drop of water means the difference between life and death. Have you got what it takes to survive? Designed for fast-play, you can finish a battle in 30-45 minutes; play a mini-campaign in one evening! Play with any single-based miniature, in any scale. Inexpensive and Convenient: play with as little as four miniatures per player. The game requires little space -- a 2'x2' table is enough! Uses three sticks for easy measurement of movement and ranges! Play Humans, Androids, Mutants, Robots, Mutated Plants, Mutated Animals, and the disease-ridden Wretched! 40 pre-generated characters to start playing immediately and six scenarios included. Complete rules for physical and mental mutations along with rules for power armor, high-tech weapons, and psionic powers! Campaign Rules: your characters become better fighters, gain new mutations and equipment after every battle. Also includes a list of manufacturers of suitable miniatures. Note: this is a complete, stand alone product; purchase of Song of Blades and Heroes is not necessary. 40 pages 3.69mb PDF | ![]() | |||||
| $8 USD | Add to Cart | ||||||
| Ganesha: Song of Blades and Heroes Fast-play, skirmish fantasy miniature system for 2+ players. Revolutionary d6 based rules that you can learn in just one game; no counting inches or centimeters. No book-keeping. A game lasts 30-45 minutes. Only 5-10 models needed; play with any single-based miniature, in any scale; playable on hexgrids or tabletops. Stats for 180+ creatures included, and you can create your own. Mechanics work well in solo play; Campaign rules let your warband grow more powerful after every battle. Six basic scenarios included. Nominee for Best Miniature Rules at Origins 2008. Easy: simple and easy-to-understand rules that you learn in just one game Easy Measuring: no counting inches or centimeters; SBH uses three measuring sticks to measure all distances and ranges Fast: a game lasts 30-45 minutes; play a mini-campaign in a single evening Inexpensive: 5-10 models per player are needed Convenient: the game needs little space - a 60x60cm play area is enough Multi-scale: play with any individually-based fantasy miniature, in any scale Hex-Friendly: play on hexgrids if you prefer Standard Dice: SBH uses standard six-sided dice only Ready-to-Play: stats for 180+ monsters and heroes are included, and you can create your own! No Book-keeping: SBH is an action-point system that requires no book-keeping and always keeps players on their toes High Solo Playability: the SBH mechanics work well in solo play Campaign: with campaign rules, your warband grows more powerful after every battle Download Free Preview 34 pages 4.15mb PDF | ![]() | |||||
| $4 USD | Add to Cart | ||||||
| Ganesha: Song of Gold and Darkness Expansion for Song of Blades and Heroes Treasure and danger await in the depths of the Earth. Will you dare enter the Dungeon? Song of Gold and Darkness is the first expansion for the Song of Blades and Heroes fantasy skirmish rules. It includes complete rules for dungeon adventuring such as: Rules clarifications and expansions; 11 new Terrain types; 18 new Special rules for your models; four new warband advances; Necromancers, Sorcerers and Summoners; rules for treasure, climbing, bashing down doors, lock picking, traps, light and darkness, movement and combat; potions, magic clothes, magic weapons and jewelry; four dungeon scenarios; guidelines for solo dungeons; rosters for 156 new monsters and warriors, including Dark Dwarves, Dark Elves, Hobgoblins, Snakemen, Giants, Angels, Demons, Were Creatures, and classic dungeon dwellers such as Brain Devourers, Eye Monsters and Gargoyles. 36 pages 7.27mb PDF | ![]() | |||||
| $8 USD | Add to Cart | ||||||
| Ganesha: Familiars The RPG of Magical Pets Take a walk on the wild side! In a world where magic is a crime punishable with death, magic-users entrust their pets with their secrets --and their own lives. Play a cat who walks through walls, a toad who can turn invisible, a raven who can call rain… Familiars is a simple, fast roleplaying game that lets you play a magical animal working for a powerful wizard. Choose from: 14 playable character types (cats, bats, dogs, magpies, ravens, doves, mice, shrews, lizards, homunculi, owls, rabbits, snakes and toads); Select from: 40 magic powers. This book also contains a beginning adventure that can be used as the springboard of your first Familiars campaign. 32 pages 7.89mb PDF | ![]() | |||||
| $5 USD | Add to Cart | ||||||
| MJ12: Starmada: The Admiralty Edition Starmada is a miniatures board game of starship combat. At its most basic level, players take command of space fleets in a general attempt to reduce each other to just so much space junk. At its most advanced, the game can be customized to breathe life into any science fiction background that players might imagine. Starmada: The Admiralty Edition core rulebook represents nearly a year of collective effort to update, streamline, and otherwise improve upon the Universal Game of Starship Combat. In addition to the essential rules, the Core Rulebook includes: - Nearly 100 different options from which to pick and choose to create the type of game YOU want to play - A design system that allows for nearly five million different types of weapon - A fully-customizable set of rules for small craft, allowing for over one million different types of fighters, drones, and seeking weapons - Guidelines for converting your Starmada X ship designs to their Admiralty equivalents - A half-dozen sample scenarios - The most comprehensive and flexible starship construction rules of any game available 86 pages 16.8mb PDF | ![]() | |||||
| $11.3 USD | Add to Cart | ||||||
| MJ12: Starmada Imperial Sourcebook These pages describe the universe of the Imperial Starmada: the interstellar naval arm of the Terran military. Although in a state of uneasy peace with its immediate neighbors, the Starmada is now faced with its greatest threat—an alien power of unknown size, strength, and intention. Can the Terrans summon a coalition to face down this new adversary, or will old enmities force the Empire to its knees? In addition to historical background for five different factions in the Starmada universe, the Imperial Starmada Sourcebook includes: Thirty starship designs for the Starmada and its major adversaries; New starship options and weapon traits, including anti-fighter batteries, overthrusters, limited ammunition, and more; Rules for three-dimensional movement and combat interception; The "Simplest Campaign System"; and A complete board game that can be used as a scenario generator for Starmada. The Imperial Starmada Sourcebook is not a standalone product; ownership of the Starmada Admiralty Edition Core Rulebook is required. 82 pages 34.5mb PDF | ![]() | |||||
| $11.3 USD | Add to Cart | ||||||
| MJ12: Hammer & Claw: The Grumm Wars Sourcebook A supplement for the Starmada game, detailing a universe in which Mankind’s first contact did not go well… The Wars are an ongoing conflict between Earth's spacefaring nations and the Grumm, bent on exterminating what they perceive as a threat to their very existence. Hostilities are driven, as with most wars, by greed, misunderstanding, and fear, in equal measure. Can Earth's superpowers, wary and distrustful of each other for more than 300 years, unite in the face of a common enemy? Or has humanity already doomed itself to annihilation? In addition to extensive background material describing the Grumm Wars universe, this book contains thirty-five new starship designs representing the alien Grumm, the nomadic Boers, and Terra’s three spacefaring powers: the Union of European States, Daitoua Kyoueiken, and Pan-Atlantic Commonwwealth. Also included are several scenarios, plus all of the supplemental rules necessary to fight out the Grumm Wars, including brand-new options such as shipboard combat and dual-mode weapons. The ZIP file download includes both a full-colour PDF and a printer-friendly black and white version. Hammer & Claw is not a standalone product; ownership of the Starmada Admiralty Edition Core Rulebook is required. 82 pages 29.8mb PDF | ![]() | |||||
| $11.3 USD | Add to Cart | ||||||
| MJ12: Defiance: Vital Ground A squad-level game of modern and science-fiction battles for use with 15mm or 25mm miniatures Fast-paced rules for fluid, tactical combat. With each attack resolved by just a few die rolls, players will find that how they use their troops is as important as which troops they choose to field. The complete Army Customizer™ force-building tool. A varied, consistent, comprehensive and balanced construction system, the Customizer allows for step-by-step creation of just about any modern or science-fiction army that players can imagine. Four complete army lists, pitched against the backdrop of an engaging and original star-spanning background with strategic and political depth. Each list was constructed using the Army Customizer™ - no cutting corners or fudging point values. Professional artwork, fiction and graphic design to stimulate the imagination, all in one complete and ready-to-play package. 250 pages 37mb PDF | ![]() | |||||
| $19.97 USD | Add to Cart | ||||||
| MJ12: Spitting Fire A pseudo-historical game of aerial combat, set during the turbulent years of World War II With Spitting Fire, players can take control of the aircraft forged in this crucible of conflict, and battle each other in skies the world over! We should state at the outset that those who are aching for a historically-accurate, painstakingly-researched, richly-detailed simulation of World War II dogfights should probably look elsewhere. While such games can be exciting, they aren’t what we had in mind. However, if you want a fast-playing, fun game that gives a nod to history without getting bogged down in historical minutiae, then Spitting Fire is for you. Spitting Fire is designed to be used with any scale from 1:700 to 1:72 (although larger scales will require a substantial playing area). The rulebook includes data cards for 25 of the most famous fighters from World War II. 52 pages 8.11mb PDF | ![]() | |||||
| $8.63 USD | Add to Cart | ||||||
| MJ12: ARES Expanded Rulebook A complete skirmish-level fantasy wargame system This flexible rulebook allows you to use any miniatures in your collection. Sample army lists are included, along with guidelines for designing your own. Also included is a fully-customizable magic system. The ARES Expanded rulebook contains the full text of the ARES 2nd Edition rules and the ARES Bestiary. 130 pages 10mb PDF | ![]() | |||||
| $13.3 USD | Add to Cart | ||||||
| MJ12: For the Masses A comprehensive fantasy mass-combat wargame system Designed for use with 15mm miniatures, although any line of miniatures from 6mm up can be used for play. But it is also much more: The flexibility of the system allows players to use any fantasy setting and armies to play out famous fantastic scenarios and ancient epic battles. Several sample army lists are included in the book but the real strength of For the Masses is the custom unit creation system. 66 pages 2.25mb PDF | ![]() | |||||
| $11.97 USD | Add to Cart | ||||||
| MJ12: Aces at Dawn A game of quasi-historical combat in the skies Set at the turn of the century, the game models the man-to-man combat of the World-War I flying ace and his dreaded enemies. As with all Majestic Twelve games, Aces at Dawn is fun and easy to play, works with any line of miniatures, and encourages players to use their imagination and have fun, which is the way wargaming is supposed to be. With 36 planes at your disposal and a fully-customizable points system, you can build existing planes we haven't included and also try out designs that you think would have wreaked havoc in the skies of France. The flexibility of the system allows players to recreate the man-to-man air jousting at the turn of the twentieth century. A simple combat and maneuver system means you can dispense with complicated maneuver charts and intricately detailed plane record-keeping. What’s left on the board is just plain fun. Two versions - each 42 pages 22.6mb PDF | ![]() | |||||
| $8.63 USD | Add to Cart | ||||||
| MJ12: Grand Fleets A miniatures game of dreadnought-era naval warfare In addition to rules for everything from ships to aeroplanes, Zeppelins to submarines, the rulebook includes: Data cards for over 120 ships, plus guidelines for converting any ship of the period to game values; Eight scenarios encompassing conflicts from the Sino-Japanese War of 1894 through the opening salvoes of World War Two, including several variants; Fifteen pages of weapon data, covering all major gun and torpedo models in use through 1939, over 200 aeroplanes, and more than 20 airships; and optional rules for flotillas, night-fighting, smokescreens, and more! 114 pages 9.03mb PDF | ![]() | |||||
| $13.3 USD | Add to Cart | ||||||
| MJ12: Iron Stars A game of space combat in an age of steam and steel Set in a fictional universe based loosely on the writings of H. G. Wells and other fantasists, it provides a back story and ship designs from an alternate history in which the Martian Invasion actually happened, the ether is all-pervasive, and Cavorite is a reality. But, as with Starmada and other Majestic Twelve Games products, the focus is on players' imaginations; a clear and concise ship construction system is provided so you can pit your own space dreadnoughts against the likes of the Royal Navy Ether Squadron or the German Äthermarine. 72 pages 18.9mb PDF | ![]() | |||||
| $11.97 USD | Add to Cart | ||||||
| MJ12: Iron Stars: The Merchant War The first supplement for Iron Stars Expands the Iron Stars game, with: A detailed history of the Merchant War of 1908-1909 between the United Kingdom and Austria-Hungary; The introduction of fast attack craft (FACs) and His Majesty’s Space Station Celestial Queen; One dozen new ship designs, including the German Äthermarine and Austro-Hungarian Sternmarine; Six new scenarios covering actions of the Merchant War; More information about Martians by the best-known chronicler of the Invasion, H. G. Wells; Additional rules for combat, including crew casualties and searchlights; New special equipment, such as machine guns and poison gas; Errata for the original Iron Stars rulebook; and rules for including freighters and Q-ships in your games. 72 pages 9.52mb PDF | ![]() | |||||
| $11.97 USD | Add to Cart | ||||||
| MJ12: Iron Stars: Southern Front The second supplement for Iron Stars Additional game mechanics and background material that extends our semi historical timeline through the pivotal year of 1912: An overview of world history from the close of the Merchant War through the Antarctic crisis; Nearly four dozen new ether ship designs, covering the space forces of South America, Italy, Turkey, and Spain, along with additional ships from Britain and Japan, and the introduction of the Soviet space forces; Coverage of the Falklands War between the British Empire and the A.B.C. Powers (Argentina, Brazil, and Chile), including nine new scenarios; "The Red One”, a short story by Jack London; A new space station, HMSS Diamond Rock; Rules for boarding parties and shipboard combat; New special equipment, such as star shells and heat rays; and rules for orbital bombardment of surface targets. 111 pages 41.2mb PDF | ![]() | |||||
| $13.3 USD | Add to Cart | ||||||
| Rattrap: Gloire: Swashbuckling Adventure in the Age of Kings Gloire: Swashbuckling Adventure in the Age of Kings is a miniatures game based on the popular .45 Adventure pulp rules set. Gloire retains that game’s emphasis on encounters, characters, abilities, small numbers of models, get-to-the-action table sizes, and puzzles while adding rules to capture the drama and excitement of a swashbuckling movie. This book contains all the rules necessary to play, customize heroes and villains, and create scenarios. Plus there are four sample scenarios to help you get started. 100 pages 3.24mb PDF | ![]() | |||||
| $11 USD | Add to Cart | ||||||
| Rattrap: Under the Black Flag Swashbuckling Adventure on the High Seas The first supplement to the Gloire rules, and it covers swashbuckling pirate adventure in the Caribbean in the golden age of the buccaneers. The book includes rules for creating campaigns of linked games, which will allow players to advance their model's skills and abilities. Rules are also included for sailing and boarding ships, so players can swing from the rigging as they take galleons loaded with gold, or fire a broadside from a pirate sloop. Almost two dozen new character archetypes are introduced, as well as new abilities and skills. Seven scenarios round out the book-tales of treasure buried hastily on desert islands, mutinies, and divided loot gone amiss. 90 pages 3.3mb PDF | ![]() | |||||
| $10 USD | Add to Cart | ||||||
| Rattrap: Ye Mean and Mighty: A Gloire Rogues' Gallery Ye Mean and Mighty is a motley collection of noblemen and villains, coach-boys and servants, soldiers and swashbucklers, ready for use in Gloire! This PDF contains over 50 pre-generated characters and their stories, for use by players or GMs in designing their own scenarios. Use Ye Mean and Mighty to inspire you to your own acts of heroism! 47 pages 2.71mb PDF | ![]() | |||||
| $5.5 USD | Add to Cart | ||||||
| Rattrap: Fantastic Worlds Fantastic Worlds: Pulp Action in the Far Reaches of Space is a tabletop miniatures game that simulates all the worlds-spanning action of the era of pulp magazines. Players can take on the roles of colorful heroes or unscrupulous villains. With ray guns, blasters, and phasers they can fight their way through the minions of interstellar crime or seek to control the universe. This book contains all the rules necessary to play, customize heroes and villains, and create scenarios. Plus there are three sample scenarios to help you get started. 130 pages 3.84mb PDF | ![]() | |||||
| $12 USD | Add to Cart | ||||||
| Rattrap: .45 Adventure: Crimefighting Action in the Pulp Era .45 Adventure: Crimefighting Action in the Pulp Era is a tabletop miniatures game that simulates all the two-fisted action of the era of pulp magazines. Players can take on the roles of colorful heroes or unscrupulous villains. With Tommy guns, Heaters, and Gats they can fight their way through the minions of crime or seek to control the world. This book contains all the rules necessary to play, customize heroes and villains, and create scenarios. Plus there are two sample scenarios to help you get started. So put on your fedora, grab your .45, and swing into action! 76 pages 1.75mb PDF | ![]() | |||||
| $7 USD | Add to Cart | ||||||
| Rattrap: Thrilling Expeditions: Valley of the Thunder Lizard A supplement for .45 Adventure/Gloire/Fantastic Worlds Thrilling Expeditions: Valley of the Thunder Lizard allows players to play big game hunters in a lost valley populated with creatures from before the rise of man, or have their pirates going ashore on an island where Neanderthals battle Saurians, or time traveling tourists suddenly stranded in Earth’s distant past. This title will add dinosaurs not only to the .45 Adventure system, but to Gloire and Fantastic Worlds. In addition, the book will provide a Big Game Hunter archetype for each of the three game systems. This release will allow players who may enjoy more than one of our games, the chance to get one book to cover all three. There are four multi-part scenarios as well as stats for over 20 different dinosaurs and megafauna. Plus, there are rules to add new dinosaurs not covered in this book. There are also archetypes for early man and a race of dinosaur-men called Saurians. The Valley of the Thunder Lizard is the first of the Thrilling Expeditions series of supplements. These supplements will be heavy on scenarios with at least one scenario for each game system. These scenarios should provide you with plenty of ideas for your own games. 126 pages 3.3mb PDF | ![]() | |||||
| $12 USD | Add to Cart | ||||||
| Rattrap: Dragon Bones: Adventures in the Gobi Desert The time and place is Mongolia of the 1920s. Warlords and free-roaming bandits battle for control of the countryside. Your team of researchers and explorers must race against time to recover the fossils and get them out of the dangerous warzone and back to the safety of the International Zone in Shanghai. The scenarios in Dragon Bones: Adventures in the Gobi Desert are designed for 2 to 6 players. There are four chapters (scenarios), each is capable of being played in a single evening or several can be played at one session. This book also introduces nine new archetypes to .45 Adventure; including Professors, Bandits, and the Dragon Lady. There are new rules for Mounted models and eight new skills you can add to provide even more diversification for your figures. So put on your campaign hat, strap on your .45 and get ready for Dragon Bones: Adventures in the Gobi Desert! 44 pages 1mb PDF | ![]() | |||||
| $5.5 USD | Add to Cart | ||||||
| Rattrap: Amazing War Stories: Pulp Action in World War II Amazing War Stories: Pulp Action in World War II is the second supplement to the .45 Adventure rules and covers Pulp-style action set around World War II. It introduces new military archetypes to the game from the greenest GIs to the veteran Super soldiers; Rocket powered troops to Nazi Zombies. It also provides new abilities and 12 new scenarios for players to start their own two-fisted war action. And half of these scenarios are straight war-time action, heroics, and pulp excitement (without the weird stuff). But you can use the archetypes for more than just wartime scenarios as well; rocket troops rescuing a scientist, German expeditions to Tibet, and super soldiers sent to the center of the earth are all possible scenarios for which you can use the heroes and villains presented. So grab your steel pot and M-1 and get ready for some Amazing War Stories! 112 pages 2.87mb PDF | ![]() | |||||
| $11 USD | Add to Cart | ||||||
| Rattrap: Mooks, Mobs, and Men of Honor Mooks, Mobs, and Men of Honor is a PDF-only release for the .45 Adventure game. It contains over 55 pre-generated characters (pulled from all three of our current titles) with backgrounds to help players get started right away. The backgrounds are all centered around the city of New Commerce, the fictional mid-western, US city where many of the heroes and villains of .45 Adventure do battle. But don't think they can only be used there. Many of the groups have backstories that can put them anywhere in the world. And to top it off, there are previews of two new half-grade archetypes (Mook and Graduate Student) that will appear in the next book to be released The Gargoyle: Death Soldiers of the Jade Hood 43 pages 1.11mb PDF | ![]() | |||||
| $5 USD | Add to Cart | ||||||
| Rattrap: The Gargoyle: Death Soldiers of the Jade Hood The Gargoyle: Death Soldiers of the Jade Hood is the third supplement to the .45 Adventure rules and covers rules for campaigns and experience for your pulp heroes and villains. This supplement explains how to set up your campaign, what you should do in advance, and even how to use minimal scenics to create a series of games. It also provides new archetypes, new abilities, and expanded rules to allow more than just combat to occur in each game. There is also a nine-part campaign game where the outcome of each chapter effects what happens in the next one. Can the Gargoyle and his compatriots, along with the New Commerce police force, stop the Jade Hood and his mad plans to enslave the citizens of the city? You will also get background material on the city of New Commerce to help you plan your own campaign in the home city of The Gargoyle and the Jade Hood! 84 pages 2.41mb PDF | ![]() | |||||
| $11 USD | Add to Cart | ||||||
| Rattrap: Super Science Tales: Terror of the Metal Menace Super Science Tales: Terror of the Metal Menace is the fourth supplement to the .45 Adventure rules and covers rules for all kinds of pulp style super science items; from rayguns to robots, from Hover disks to Jet packs. And no pulp science tale would be complete with out the sinister Death Ray! This supplement explains how to use super science items in your game and includes new rules for inventors as well as lab assistants. There are also rules for helping you create your own new pulp super science items. This supplement also includes two multi-part scenarios. The first, Terror of the Metal Menace has The Gargoyle pitted against the inhuman Kroonbots of Professor Tobias Kroon. The second is a Weird War II scenario with a German unit trapped behind the Russian lines and trying to get back to Germany, but the Russian robots stand in their way. Only a stolen Power Suit gives them any chance of escape. 86 pages 3.18mb PDF | ![]() | |||||
| $11 USD | Add to Cart | ||||||
| RM: Mighty Armies Fantasy Mass Combat Mighty Armies, the game of clashing hordes, hollow defeats, and resounding victories! Build and paint a great force, then march against the armies of your opponents to prove who is the greater general. The rules behind Mighty Armies are very easy to learn and you will find you are playing in no time. So, grab your sword, rally your standard bearers and lead your forces to victory! Free Army Reference guides Right-click to download Dwarf Border Army | Undead Legion | Orc Horde | Barbarian Warband | Wild Elf Host 16 pages 385kb PDF | ![]() | |||||
| $5 USD | Add to Cart | ||||||
| RM: Six-Gun Assassins A Wild West gunfight tactical miniatures game Rebel Minis' Place & Play rules make it easy to live out your wild west adventures, grab your favorite figs, git on your horse and start raising a ruckus. Create your own scenarios with these core rules or try your hand at some of the scenarios provided. Sample pages here. 17 pages 1.75mb PDF | ![]() | |||||
| $5 USD | Add to Cart | ||||||
| Two-Hour: Six Gun Sound - Blaze of Glory Six Gun Sound is THE cowboy game. Why? Because Six Gun Sound puts you into the Wild West of 1875 to 1885. Why pick that ten year period? Well, it covers the Lincoln County War, the unpleasantness in Tombstone. The Demise of the James/Younger Gang, the gold fever in the Black Hills that led to the Great Sioux War of 76 as well as the founding of Deadwood, lots of Apache trouble, the Nez Perce, the flight of the Cheyenne from Indian Territory… and a bunch of other stuff. We’re talking Billy the Kid, Pat Garrett, Wyatt Earp, Doc Holiday, Custer’s Last Stand, Geronimo, and Wild Bill Hickok to name a few. This is the time period that made the Wild West wild and burned it into the hearts and minds of every kid growing up. Except in Six Gun Sound we dig deeper into it to let you “live” the time period. How so? You choose what you want to be. Marshal, Outlaw, Ranger, there’s up to six different professions. So different that each one has a unique Encounter system that allows you fight the battles that these Gunfighters, Cowboys, and others would fight. What’s the “Encounter” system? It’s what tells you who, what, and when you’re going to meet when it’s fighting time. Now add this to the “Campaign” system and you’re not just gaming the Wild West, you’re living it! With the “Campaign” system you can travel all across the US and into Canada or Old Mexico if you like. We’re talking about 22 different areas that you can travel through. All the work of dreaming up your next bank robbery, gunfight, cattle drive and many other encounters are already done. We’ve done all the work, we’ve built and populated your world, and all you have to do is enjoy and play the game! 116 pages 1.49mb PDF | ![]() | |||||
| $20 USD | Add to Cart | ||||||
| Two-Hour: Montjoie! The Game of Medieval Man-to-Man Combat Deadly crossbow bolts and arrows zip back and forth. You rush the enemy and there is the press of bodies in combat, sharp deadly steel, the cries of the wounded. Victory is close, but all men fear death. Just a little more effort and the day may be yours…You cry out “Montjoie! Montjoie! St. Denis!” Will your brave French men rise to the call? Roll the dice and find out… “Montjoie!” is a set of rules for recreating battles and campaigns from the medieval world, both real and imagined. As such, it is a real departure from what you may be used to. It doesn’t have a rigid, traditional turn sequence where players alternate moving and firing with perhaps a melee or two at the end. It is much more fluid than that with both players moving figures, firing, and fighting as a result of various reaction tests. Forget perfect plans for few prearranged plans will survive past first contact! Opportunities arise as fortune smiles on one side then the other. The victory will go to the player who learns to exploit these situations. “Montjoie!” is terrific for head to head, solo, and even “same side” gaming where everyone is on the plays on the same side. Montjoie! also works with any figures you already may have. That’s right, paper, plastic or metal, and in any scale. They all work! So sit back, give the game a quick read and prepare for hours of fun with this simple yet challenging game... 48 pages 1.86mb PDF | ![]() | |||||
| $14 USD | Add to Cart | ||||||
| Two-Hour: Nuts! The Game of Man-to-Man Combat in WWII "NUTS!" starts off in 1944 Europe and covers squad to platoon size actions. Want to play something larger? Sure, go ahead; once you've learned the simple but elegant mechanics "NUTS!" you'll soon be running a company! All the info you need covering the infantry and armor of the major powers in Europe '44 is found here in "NUTS!" Free supplements will be made available that cover the other war years and combatants. Everything you need to get started gaming in the most popular year of the most popular gaming period is right here! The campaign system generates your "Missions" and links them together in a simple yet realistic way. "NUTS!" also features a character advancement system that allows you to "personalize" your troops. Watch them progress from "green" replacements to "battle hardened" veterans while under your expert command. We've designed "NUTS!" to be played with any figures you already have and in any scale! So pull out those favorite figures, get ready to have some fun, and remember... JUST PLAY THE GAME! 66 pages 2.06mb PDF | ![]() | |||||
| $17 USD | Add to Cart | ||||||
| Two-Hour: FNG The Game of Man-to-Man Combat During the Vietnam War FNG covers combat from 1967 to 1968 during the Vietnam War. In FNG you command a squad during it's tour of duty. Want to play something bigger? FNG can handle it. Once you've learned the simple but elegant mechanics of FNG you'll soon be running a company! All the info you need for every aspect of the Vietnam conflict is here. Tunnel warfare, booby traps, Puff the Magic Dragon, dustoffs and more are all covered. And if you don't know what some of this stuff means, that's okay, because there's a brief but clear history section included. All the US service branches are covered as well as ANZAC, ARVN, NVA, and the Viet Cong. Armor, infantry, helicopters, aircraft, as well as watercraft are all "statted out" for your use. 85 pages 1.6mb PDF | ![]() | |||||
| $18 USD | Add to Cart | ||||||
| Two-Hour: FNG: Unconventional Warfare Special Operations in the Vietnam War: An FNG Expansion FNG: Unconditional Warfare (UW for short) UW introduces the “tactical role-playing” side of FNG. UW blends the traditional role playing game with a fast and easy combat system designed for a more personal level. Combining these two aspects allows players to enjoy the cinematic aspect of role-playing while keeping the excitement of a miniatures wargame. UW has a unique campaign system that generates your Missions and links them together in a simple yet realistic way. UW also features a character advancement system that allows you to “personalize” your troops. FNG Unconventional Warfare is an FNG expansion. You must have FNG to play the game. 88 pages 6.2mb PDF | ![]() | |||||
| $20 USD | Add to Cart | ||||||
| Two-Hour: Special Combo: FNG and FNG: Unconventional Warfare 7.74mb PDF | ![]() | |||||
| $30 USD | Add to Cart | ||||||
| Two-Hour: All Things Zombie Winner of the 2005 ORIGINS AWARD for Best Miniatures Game or Expansion of the Year! ATZ provides a changing world to campaign in where each encounter is linked to the next by a seamless and easy to use Campaign System. Watch your characters grow as they advance in skill making their way through ATZ. It will take a combination of tactics and strategy to succeed. A little luck won't hurt either! ATZ is terrific for solo gamers and can be played with everyone on the same team. ATZ also works with any figures you already may have. So open the door to hours of fun, just be sure to look behind it first! A sample battle report is available here. Download Muskets and Zombies, a free supplement for ATZ here. 61 pages 2.34mb PDF | ![]() | |||||
| $17 USD | Add to Cart | ||||||
| Two-Hour: 5150 Customizable Sci-Fi Skirmish 5150 is an ever-expanding universe where anything is possible. With 5150 you can command a large star fleet or a single swift “free trader”. Be an interplanetary general in command of an army bent on planetary conquest or lead a small band of mercenaries just trying to make a living. 5150 also works with any figures you may already have and in any scale! Although 5150 is designed to be customizable, stats and descriptions for ten alien races are included. View a description of them here. A sample battle report is available here. 128 pages 6.4mb PDF | ![]() | |||||
| $22 USD | Add to Cart | ||||||
| Two-Hour: Illegal Aliens: 5150 Aliens Book 1 A supplement for 5150 This book will introduce you to eight new aliens: Cephalods, The Khang, Lycaon, The Quar, Retrovians, Smoggers, Xeog, and Zhuh-Zhuh. Illegal Aliens provides complete descriptions for each of these alien races. These include pictures and the following information: Who these aliens are; Their current history; The type of Encounters they have; Their Prime Motivator; Their small unit organization; The Attributes they possess (including new ones not previously mentioned in 5150); The weapons they use at squad level; Any available support weapons; What reinforcements are available; What type of vehicles they can utilize; Complete stats for their weapons. 51 pages 4.3mb PDF | ![]() | |||||
| $14 USD | Add to Cart | ||||||
| Two-Hour: Infestation: 5150 Scenario Book 1 A scenario book supplement for 5150 Infestation introduces the “tactical role-playing game” side of 5150. Players can use Infestation to “flesh out” their characters, giving them an almost life-like feel. Infestation blends the traditional RPG with fast and easy to follow combat on a personal level. Combining these two aspects allows players to enjoy the cinematic aspect of role-playing while keeping the excitement of a miniatures wargame. nfestation provides an expansion to 5150, including: Fast movement, Firing while fast moving, The H'DAN CORPORATION flash-bang grenade, New grenade throwing procedures, Explosions in confined spaces, Delayed explosions, New ranged combat chart, Specific hit locations and damage, Cover handled in a different way, Variable damage to figures, New melee system, Man Down check, Computers and hacking, New equipment, Encumbrance, Psionics with new QRS, "Half Deads", A complete scenario that introduces a new movement system, New "in encounter" encounter system, New variable time clock for encounters, Covert Operations Group with new QRS, Covert operations, Security robot - with new QRS, HAFER-2 Security Bot, Xeogs are refreshed to use in the scenario if needed - with QRS, and a new way to play solitaire or same side two new aliens with QRS. 66 pages 5.87mb PDF | ![]() | |||||
| $17 USD | Add to Cart | ||||||
| Two-Hour: Under a Hishen Sky: 5150 Scenario Book 2 A scenario book supplement for 5150 Under A Hishen Sky will work well using only the 5150 rules but if you also have Infestation, our first scenario book, then you can use those mechanics as well. Under A Hishen Sky introduces the players to new rules. These rules expand and in some cases can replace the original rules. Feel free to pick and choose the rules you wish to add to your 5150 gaming. Under a Hishen Sky covers: The makeup of a typical Hishen Slaver Party, A new type of Encounter called the Pursuit, The G’Narr – A ground to orbit spacecraft used by Hishen slavers, Skills--and how they work in the 5150 universe, A new Profession: Nomad, New weapons, and a new alien called the Kabasu or Rift Walker. We also revisit Q from the Infestation Scenario Book. 36 pages 3.95mb PDF | ![]() | |||||
| $9 USD | Add to Cart | ||||||
| Two-Hour: 5150 Paper Warriors - Set 1 5150 Paper Warriors – Complete set Full set of 194 cardstock figures. 20x Adventurers both male and female 8x big and vicious BUGS 8x large antlike BUGS 8x Flying BUGS 1x Puker BUG 1x Brain BUG 18x Graths complete with support weapons 10x Heroes and Villains both male and female 20x Hishen complete with support weapons 20x ISS troopers complete with support weapons 20x Planetary Defense Force troopers complete with support weapons 10x Razors 20x Police and Security Forces both male and female 10x Star Army in exo-armor 20x Star Army regulars complete with support weapons Sample here. 15 pages 3.36mb PDF | ![]() | |||||
| $15 USD | Add to Cart | ||||||
| Two-Hour: 5150 Paper Warriors - Set 2 5150 Paper Warriors – Bugs! Set of 26 cardstock figures. 8x big and vicious BUGS 8x large antlike BUGS 8x Flying BUGS 1x Puker BUG 1x Brain BUG Sample here. 4 pages 862kb PDF | ![]() | |||||
| $4 USD | Add to Cart | ||||||
| Two-Hour: 5150 Paper Warriors - Set 3 5150 Paper Warriors – Adventurers, Heroes, Villains, Police, and Security Forces Set of 50 cardstock figures. 20x Adventurers both male and female 10x Heroes and Villains both male and female 20x Police and Security Forces both male and female Sample here. 3 pages 992kb PDF | ![]() | |||||
| $5 USD | Add to Cart | ||||||
| Two-Hour: 5150 Paper Warriors - Set 4 5150 Paper Warriors – Grath, Hishen, and Razors Set of 48 cardstock figures. 18x Graths complete with support weapons 20x Hishen complete with support weapons 10x Razors Sample here. 4 pages 780kb PDF | ![]() | |||||
| $4 USD | Add to Cart | ||||||
| Two-Hour: 5150 Paper Warriors - Set 5 5150 Paper Warriors – ISS Troopers, Planetary Defence Force, and Star Army Set of 70 cardstock figures. 20x ISS troopers complete with support weapons 20x Planetary Defense Force troopers complete with support weapons 10X Star Army in exo-armor 20x Star Army regulars complete with support weapons Sample here. 4 pages 1.26mb PDF | ![]() | |||||
| $6 USD | Add to Cart | ||||||
| Two-Hour: Black Powder Battles Skirmishes in the 18th and 19th Century French and Indian War. American War of Independence. The Napoleonic Wars. What do all these things have in common? Sharp skirmishes where the battle could be decided by one good volley and then cold steel. Now with Black Powder Battles you can refight these battles. The campaign system generates the battles, tracks character advancement, and lets you use Skills to personalize your force. Black Powder Battles can be played solo or with others and as always WITH ANY FIGURES YOU ALREADY HAVE! So pull out those favorite figures, get ready to have some fun, and... JUST PLAY THE GAME! 42 pages 878kb PDF | ![]() | |||||
| $14 USD | Add to Cart | ||||||
| Two-Hour: Holle auf Erden (Hell on Earth) A WWII Zombie Supplement for NUTS! What you have here is the blending of “NUTS!” the man-to-man skirmish game from Two Hour Wargames and “All Things Zombie”, the game of surviving during a zombie breakout. It’s about Allied forces in WW2 running into hordes of the undead as a result of Hitler’s last big gamble to win the war. If you’re looking for something a little bit different you’ve come to the right place. Go grab some figures and let’s get it started! HOE is a supplement to “NUTS!” and not a stand-alone game. So you’ll need to have a copy of ”NUTS!” to play HOE. A sample battle report here. 10 pages 482kb PDF | ![]() | |||||
| $5 USD | Add to Cart | ||||||
| Two-Hour: Chain Reaction 2.0 Modern Skirmish Chain Reaction is a set of skirmish level rules aimed at gaming in the "modern" era. That is, any era where that uses modern firearms. This can span genres from the late 18th Century up until present day conflicts, and even spanning into near future/sci-fi environments, so long as the weaponry is projectile based and the maximum personal protection used is no greater than body armour (Colonial Marines from "Aliens" being a prime example of the later) The campaign system has been enlarged to include character advancement and the addition of Skills to personalize your force. Chain Reaction 2.0 can be played solo or with others and as always WITH ANY FIGURES YOU ALREADY HAVE! So pull out those favorite figures, get ready to have some fun, and ... JUST PLAY THE GAME! 62 pages 1.84mb PDF | ![]() | |||||
| $14 USD | Add to Cart | ||||||
| Warm-Acre: Hour of Glory Stronghold Kit Covert Conflict in WWII… Set on the eve of D-day, Hour of Glory takes you into a world of espionage and clandestine warfare. While the Allies prepare to liberate fortress Europe, a small team of spies must investigate reports of an atomic weapon being developed in a stronghold deep behind enemy lines. This pdf contains the rulebook, cards and board tiles from the printed edition of the game for you to print out and play! You will need 6-sided dice to play this game and some assembly will be required. This PDF includes a colour rulebook, full-colour playing cards & counters (or use WWII miniatures!), and 10 full-colour board tiles. Free Accessories: Right-click to download
54 pages 2.87mb PDF | ![]() | |||||
| $19.95 USD | Add to Cart | ||||||
| Warm-Acre: Bunkerstorm Bunkerstorm is an expansion for Hour of Glory in which teams of soldiers battle for stronghold supremacy. A rules expansion for Hour of Glory, with new rules, concepts and tactics. This pdf contains the rulebook expansion and two play sheets. Free Accessories: Right-click to download
11 pages 959kb PDF | ![]() | |||||
| $5.95 USD | Add to Cart | ||||||
| Warm-Acre: 28mm Scale 3D Bunker This print and construct bunker includes all the pieces to make a 3D stronghold for your games of Hour of Glory and Bunkerstorm. It has been designed for 28mm miniatures. The PDF file includes full-colour "textured" walls, floors and features; and fittings to furnish the rooms. Features and fittings include: barrels, crates of different sizes, tables, chairs, posters & portraits, as well as lockers of different sizes. ![]() 35 pages 17mb PDF | ![]() | |||||
| $15.95 USD | Add to Cart | ||||||





















































































